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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
223 lines
7.2 KiB
C++
223 lines
7.2 KiB
C++
// Copyright (c) 2006-2009 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#if defined(_MSC_VER)
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#include "debug_util.h"
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#include <windows.h>
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#include <dbghelp.h>
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#include <iostream>
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#include <vfs/Tools/vfs_log.h>
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// The arraysize(arr) macro returns the # of elements in an array arr.
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// The expression is a compile-time constant, and therefore can be
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// used in defining new arrays, for example. If you use arraysize on
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// a pointer by mistake, you will get a compile-time error.
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//
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// One caveat is that arraysize() doesn't accept any array of an
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// anonymous type or a type defined inside a function. In these rare
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// cases, you have to use the unsafe ARRAYSIZE_UNSAFE() macro below. This is
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// due to a limitation in C++'s template system. The limitation might
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// eventually be removed, but it hasn't happened yet.
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// This template function declaration is used in defining arraysize.
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// Note that the function doesn't need an implementation, as we only
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// use its type.
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template <typename T, size_t N>
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char (&ArraySizeHelper(T (&array)[N]))[N];
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// That gcc wants both of these prototypes seems mysterious. VC, for
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// its part, can't decide which to use (another mystery). Matching of
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// template overloads: the final frontier.
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#ifndef _MSC_VER
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template <typename T, size_t N>
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char (&ArraySizeHelper(const T (&array)[N]))[N];
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#endif
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#define arraysize(array) (sizeof(ArraySizeHelper(array)))
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namespace {
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// SymbolContext is a threadsafe singleton that wraps the DbgHelp Sym* family
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// of functions. The Sym* family of functions may only be invoked by one
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// thread at a time. SymbolContext code may access a symbol server over the
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// network while holding the lock for this singleton. In the case of high
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// latency, this code will adversly affect performance.
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//
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// There is also a known issue where this backtrace code can interact
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// badly with breakpad if breakpad is invoked in a separate thread while
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// we are using the Sym* functions. This is because breakpad does now
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// share a lock with this function. See this related bug:
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//
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// http://code.google.com/p/google-breakpad/issues/detail?id=311
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//
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// This is a very unlikely edge case, and the current solution is to
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// just ignore it.
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class SymbolContext {
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public:
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static SymbolContext* Get() {
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static SymbolContext* s_singleton = NULL;
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if(!s_singleton) s_singleton = new SymbolContext();
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return s_singleton;
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// We use a leaky singleton because code may call this during process
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// termination.
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//return Singleton<SymbolContext, LeakySingletonTraits<SymbolContext> >::get();
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}
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// Returns the error code of a failed initialization.
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DWORD init_error() const {
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return init_error_;
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}
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// For the given trace, attempts to resolve the symbols, and output a trace
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// to the ostream os. The format for each line of the backtrace is:
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//
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// <tab>SymbolName[0xAddress+Offset] (FileName:LineNo)
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//
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// This function should only be called if Init() has been called. We do not
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// LOG(FATAL) here because this code is called might be triggered by a
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// LOG(FATAL) itself.
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void OutputTraceToStream(const std::vector<void*>& trace, sgp::Logger::LogInstance* os) {
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//AutoLock lock(lock_);
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for (size_t i = 0; (i < trace.size()); ++i) {
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const int kMaxNameLength = 256;
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DWORD_PTR frame = reinterpret_cast<DWORD_PTR>(trace[i]);
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// Code adapted from MSDN example:
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// http://msdn.microsoft.com/en-us/library/ms680578(VS.85).aspx
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ULONG64 buffer[
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(sizeof(SYMBOL_INFO) +
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kMaxNameLength * sizeof(wchar_t) +
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sizeof(ULONG64) - 1) /
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sizeof(ULONG64)];
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// Initialize symbol information retrieval structures.
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DWORD64 sym_displacement = 0;
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PSYMBOL_INFO symbol = reinterpret_cast<PSYMBOL_INFO>(&buffer[0]);
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symbol->SizeOfStruct = sizeof(SYMBOL_INFO);
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symbol->MaxNameLen = kMaxNameLength;
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BOOL has_symbol = SymFromAddr(GetCurrentProcess(), frame,
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&sym_displacement, symbol);
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// Attempt to retrieve line number information.
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DWORD line_displacement = 0;
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IMAGEHLP_LINE64 line = {};
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line.SizeOfStruct = sizeof(IMAGEHLP_LINE64);
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BOOL has_line = SymGetLineFromAddr64(GetCurrentProcess(), frame,
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&line_displacement, &line);
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// Output the backtrace line.
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(*os) << " ";
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if (has_symbol)
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{
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(*os) << " [0x" << trace[i] << "+" << sym_displacement << "]\t";
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(*os) << vfs::String(symbol->Name);
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}
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else
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{
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(*os) << " [0x" << trace[i] << "]\t";
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// If there is no symbol information, add a spacer.
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(*os) << " (No symbol)";
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}
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if (has_line)
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{
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(*os) << " - (" << line.FileName << ":" << line.LineNumber << ")";
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}
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(*os) << sgp::endl;
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}
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(*os) << sgp::endl;
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}
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private:
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SymbolContext() : init_error_(ERROR_SUCCESS) {
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// Initializes the symbols for the process.
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// Defer symbol load until they're needed, use undecorated names, and
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// get line numbers.
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SymSetOptions(SYMOPT_DEFERRED_LOADS |
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SYMOPT_UNDNAME |
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SYMOPT_LOAD_LINES);
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if (SymInitialize(GetCurrentProcess(), NULL, TRUE)) {
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init_error_ = ERROR_SUCCESS;
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} else {
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__debugbreak();
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init_error_ = GetLastError();
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}
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}
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DWORD init_error_;
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//Lock lock_;
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DISALLOW_COPY_AND_ASSIGN(SymbolContext);
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};
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} // namespace
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#define ENABLE_STACK_TRACE 0
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StackTrace::StackTrace() {
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// From http://msdn.microsoft.com/en-us/library/bb204633(VS.85).aspx,
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// the sum of FramesToSkip and FramesToCapture must be less than 63,
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// so set it to 62.
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const int kMaxCallers = 62;
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// TODO(ajwong): Migrate this to StackWalk64.
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// WANNE: VS 2005 compilation error
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// WANNE: I disabled the method call "CaptureStackBackTrace()" because it gives a compilation error in VS 2005
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#if ENABLE_STACK_TRACE
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void* callers[kMaxCallers];
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int count = CaptureStackBackTrace(0, kMaxCallers, callers, NULL);
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// WANNE: This also does not work in VS 2005
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//int count = RtlCaptureStackBackTrace(0, kMaxCallers, callers, NULL);
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if (count > 0) {
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trace_.resize(count);
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memcpy(&trace_[0], callers, sizeof(callers[0]) * count);
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} else {
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trace_.resize(0);
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}
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#endif
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}
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static struct StackTraceLog {
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sgp::Logger_ID id;
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StackTraceLog() {
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id = sgp::Logger::instance().createLogger();
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sgp::Logger::instance().connectFile(id, L"stack_trace.log", false, sgp::Logger::FLUSH_ON_ENDL);
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};
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} s_log;
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void StackTrace::PrintBacktrace(const char* msg) {
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OutputToStream(msg, &(SGP_LOG(s_log.id)));
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}
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void StackTrace::OutputToStream(const char* msg, sgp::Logger::LogInstance* os) {
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SymbolContext* context = SymbolContext::Get();
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DWORD error = context->init_error();
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if (error != ERROR_SUCCESS)
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{
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(*os) << "Error initializing symbols (" << error
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<< "). Dumping unresolved backtrace:"
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<< sgp::endl;
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for (size_t i = 0; (i < trace_.size()); ++i)
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{
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(*os) << "\t" << trace_[i] << sgp::endl;
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}
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}
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else
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{
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(*os) << L"Backtrace: " << (msg != NULL ? msg : "") << sgp::endl;
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context->OutputTraceToStream(trace_, os);
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}
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}
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#endif // _MSC_VER
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